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The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "Once we get an overall guide to medicine, this will have to get shortened and become part of it."

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TGMC is a project based on the CM-SS13 codebase.

When a patient is dead, you can revive them with a Defibrillator. The process of using it boils down to the following steps:

The Steps

Remove your patient's EXO suit

This is their M3 pattern armor/hazard vest/Labcoat/spacesuit or whatever. The Defib machine will tell you that the voltage is too high and to take off their suit. (some exosuits dont need to be taken off though) The next couple of steps are the changeable ones. The defibrillator's inactive states look like this Defib 1.png, while its active state looks like this Defib 3.gif.

Hit them with the defib machine

It'll either work or it won't. If it does, great! Get to fixing them as best you can. There is also a 50% chance for 5 units of heart damage. This will make them have a baseline 20 units of oxygen damage if you fix everything else wrong with them. If the oxygen damage is persistent, use peri+ to heal heart damage.

Scan your patient with the HF2 analyzer

How dead are they? To revive patients, their health must be lower than 200 total damage, where total damage is the summation of oxygen, toxin, brute, and burn damage. If the patient has a lot of Brute damage, you've got to patch those holes with an advanced brute kit. If the patient has a lot of Burn damage, use advanced burn kit. Advanced kits help with getting the patient's total damage lower than 200. Patients do not heal with pills as they need to be alive to metabolize pills.

Pump them full of drugs

After they are revived, it's important to reduce the damage that brought them to death.

  • For brute damage, use tricordazine, bicardine, or meralyne. Tricordazine is weaker at healing brute damage compared to bicardine, and marines with valkyrie Jaegar modular will supply themselves with tricordazine. That said, patients can have tricordazine and bicardine in parallel for quicker recovery. Meralyne is rarer but stronger than bicardine, so use it if the marine really needs it.
  • For burn damage, use tricordazine, kelotane, or dermaline. Again, tricordazine is weaker at healing burn damage compared to kelotane, but patients can have both in their system. Dermaline is like meralyne in that it is rare but stronger to heal burn damage with compared to kelotane.
  • For oxygen damage, check if the patient has low blood before administering peri+. Both organ damage and low blood cause oxygen damage, so it is important to elimiate the possibility of oxygen damage due to low blood. Patients can eat or use IV drip with compatable blood to regain blood.
  • For toxin damage, use dylovene. If a patient has 30 u of bicardine or kelotane, they will receive a soft OD and get toxin damage. However, if they continue to get toxin damage even without the soft OD, then they have liver damage that can accumulate toxin damage. Administer peri+ for liver damage.
  • For neurotoxin and larval accelerator, use hypervene. Both neurotoxin and larval accelerator purge marine medicine from the patient's system, so for optimal recovery, dealing with the neurotoxin and larval accelerator first is vital. Hypervene purges neurotoxin and larval accelerator to let medics do their job.

Are you in Medbay? Pop them into the cryotubes (or autodoc)

This step is great if you've got a good cryomix going but, even the basic chems (cryoxadone) works well enough. so long as they are "alive" the tube gets to work and heals them so that they don't die anymore. Autodoc is also pretty good at healing so as long as they are not dying, you can use it

Hit them with the defib machine again

So you've shocked them and the defib reads that the patient's vitals are too low. But, you've already pumped them full of drugs and patched up all their wounds. Well, you're in luck! The machine heals some damage based on your medical skill (as well as all oxygen damage) with every defib charge spent. Therefore, keep shocking them until they aren't dead anymore. the drugs will usually kick in at that moment and they should stay alive.

Health per job:

  • CMO or Synth: 16 per shock
  • Doctors: 12 per shock
  • Medics: 8 per shock
  • Staff Officer or Squad Leader: 4 per shock

Actually Reviving People

We've got the steps now; Depending on how you're feeling, you can order them in a few different ways:

  1. Remove your patients EXO suit
  2. Hit them with the defib machine
  3. Pop them into the cryotubes

and if that doesn't work

  1. Remove your patients EXO suit
  2. Hit them with the defib machine
  3. Scan your patient with the HF2 analyzer
  4. Pump them full of drugs
  5. Hit them with the defib machine again

But that's not the only way to do it.

  1. Remove your patients EXO suit
  2. Scan your patient with the HF2 analyzer
  3. pump them full of drugs
  4. Hit them with the defib machine

There's also a much more wasteful way:

  1. Remove your patients EXO suit
  2. Hit them with the defib machine
  3. Hit them with the defib machine again
  4. Hit them with the defib machine again
  5. Hit them with the defib machine again
  6. Get a new defib and keep trying until it works, you butcher.

So, in short, it breaks down to get them below 200 total damage, fill them with drugs and first aid to keep them from getting worse, then do surgery as required.

Toxin damage is the most dangerous because there isn't an easy way of removing it from a patient. the Sleeper dialysis doesn't remove toxin damage; it only removes chemicals. If you need to remove toxin damage you have to use Toxin Damage Chelation from the autodoc (which only works on live patients). therefore, if you've got a patient with 200 toxin damage, they're a goner.